Maybe this method could be implemented into Blender?

I’ve come accross a very nice video showing a method of skinning that aproaches realism:


Maybe this method could be implemented into Blender.
SIGGRAPH has more stuff, like for cloth, fluids. it’s pretty cool.

have you seen anything about this mush skinning?

cool, i did a search but the names are different. It’s bascially the same principle.

Its more than the same principle, its the same paper(s). Afaik it is also listed as a GSOC project suggestion (albeit one of the more complex ones) on the developer wiki for this year. SIGGRAPH has lots of cools tuff, but a lot of the papers are somewhat light on details, making it challenging to implement what is discussed. Fortunately the two implicit skinning papers are not like that, they provide lots of information about how one could implement it.